Can You Beat Fallout 3 Without A Pip-Boy?



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Fallout 3 is a fun game. There are quests to complete, people to meet, and children you can try (and fail) to kill. But it’s not the toughest game. Let’s change that. Can You Beat Fallout 3 Without A Pip-Boy?

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Can You Beat Fallout 3 Without A Pip-Boy? (in text form)

Without a Pip-Boy, we can’t use guns or Stimpaks, which makes Strength and Endurance incredibly important. The same goes for Barter, Speech, and Unarmed. After Amata woke me up, I discovered a problem. There was this spiky thing in my left hand. Even after re-entering the command to remove the Pip-Boy, it wouldn’t go away. I had forgotten to remove the mod I had installed. Luckily I didn’t need to restart the run to fix it. I just had to deactivate the mod.

Now we begin the game proper. I killed Officer Kendall, a few Radroaches, the Overseer, and even knocked out Amata before leaving the vault. I got about half-way to Megaton before I decided against going there. Nothing in the town would help me in any way. So I was off to Smith Casey’s Garage to rescue Pappy. Some Raiders ambushed me while I was in a church. I was able to kill one of them before everything exploded. All my potential friends were dead. But there was a bed in the building, which was awfully convenient as my left leg and left arm were both broken.

As I made my way to Casey’s Garage, I stumbled into a Raider camp. I killed most of them before trying to unleash the Super Mutant Behemoth they had captured. It wasn’t possible. With my heart broken, I continued onward. And then I, uh, fell through the world. Quite strange. Part of the world didn’t load properly. I had no idea what the hell caused it, but I wasn’t gonna stick around to find out.

Here we are, Smith Casey’s Garage. I ignored the beavers inside and entered Vault 112. To enter Tranquility Lane, you must sit in a Tranquility Lounger. And to sit in a Tranquility Lounger, you must be wearing a Vault 112 jumpsuit. Without a Pip-Boy, you can’t equip the jumpsuit. I tried several things. Maybe one of the terminals would let me do something. Nope. Maybe if I kill the Robobrains, I could sit in the Lounger. Nope. There are no work-arounds. You cannot proceed without a Pip-Boy. The run was almost over. But I decided to try one last thing. Something I’ve been hoping to never need to use. Cheese.

In my moment of doubt, I turned to God for the answers, who then told me to look up a Fallout 3 speed running guide. This is it, the final strategy. I went to Little Lamplight, made a backup save, and let the exploits begin. If you hold back and right as you enter Little Lamplight, turn your camera a bit to the right, then quick save and quick load as soon as the new area loads, you can clip yourself through the wall. You’ll fall through the map. Needing somewhere to put you, the game places you inside Little Lamplight. Jump and move to the right to get stuck in the wall, now quick save and quick load repeatedly again to clip through that wall. Now you’re in the water and can jump/swim to Vault 87’s entrance.

For some reason I wasn’t able to attack anything in the vault. When I clicked the left mouse button, my fists would not come up. Annoying, but it’s not like I would win a fight against a Super Mutant anyway. I ran like hell through the hallway of doom and freed Fawkes. He got me the GECK. The Enclave ambushed me and the President let me go. I decided to leave all my possessions in the locker. I couldn’t equip anything. None of it would do me any good anyway. After convincing Eden to destroy Raven Rock, I left and began the long walk towards the Citadel.

Every Fallout Vault



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Vaults are a key part of the Fallout universe. Some contain horrific and twisted experiments, while others are actually shelters for their dwellers. Good or bad, nightmare or safe haven, these are all of the vaults in Fallout.

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Every Fallout Vault (in text form)

Vault 0 is located in the Cheyenne Mountains and can be found in Fallout Tactics. It had no experiment, it just expanded upon the Cheyenne Mountain Complex and was a sort of headquarters of all the vaults. Many pre-war geniuses were cryogenically frozen here. It is eventually taken over by The Calculator.

Vault 1’s experiment was unknown, but it was located somewhere in the Great Midwest Commonwealth and was the first vault commissioned by Vault Tec following the success of their Los Angeles Test Vault. It appears in the tech demo for the cancelled Fallout 3 by Black Isle Studios. (roughly 17 minutes in)

Vault 3 is located in the South Vegas Ruins in the Mojave Wasteland. It was a control vault, so it had no experiment. Some time after the Great War, a water pipe broke, forcing the door to be opened. Soon after, the Fiends took over the vault and killed the dwellers.

Vault 6 is located in Mount St. Helens in Washington. It isn’t in any game, but it would have appeared in the cancelled Fallout Extreme. It’s experiment involved releasing small amounts of radiation into the vault every day, slowly turning the residents into ghouls.

Vault 8 was another control vault located in Nevada and can be found in Fallout 2. It had minimal issues, opened after 10 years, and eventually became known as Vault City, which is a thriving community and one of the most advanced non-isolated communities in the wasteland.

Vault 11 is located a little west of Boulder City, Nevada and can be found in Fallout New Vegas. The vault’s experiment involved dwellers sacrificing one of themselves every year to avoid an “Automated Solution Response” from killing them all. Sort of a test to see if someone would sacrifice themselves for the greater good.

Vault 12 is located underneath Bakersfield, California, and is found in Fallout. The experiment required that the vault door not completely close, allowing radiation to slowly seep into the vault. It eventually became part of the ghoul-town Necropolis.

Vault 13 is located beneath Mt. Whitney in California, and is found in Fallout. The vault’s experiment was to test prolonged isolation, with the vault being closed until Vault Tec decided the subjects were needed, which was supposed to be around 200 years. The water chip failed, forcing the Vault Dweller to venture out into the wasteland to find a new one.

Vault 15 is located in what has become New California, and can be found in Fallout and Fallout 2. The experiment was that everyone inside had drastically different ideologies, which lead to a schism, where four groups left the vault and eventually became the Jackals, Vipers, and Khans, with the fourth founding the village of Shady Sands.

Vault 17 is located somewhere in New California, and is only mentioned in Fallout New Vegas. In 2154, it was raided by the Master’s Army. Only Lilly Bowen, Becky, and Jimmy survived. When Lilly was 75 years old, she was captured and turned into a night kin by the Master’s Army.

Vault 19 located southwest of the remains of McCarran International Airport in Nevada, and can be found in Fallout New Vegas. The vault’s experiment had the vault dwellers be separated into two groups, with little to no contact between them. After a leak in the ventilation system caused paranoia to grow, the vault became abandoned and is used by the Powder Gangers.

Vault 21 is located beneath New Vegas, and can be found in Fallout New Vegas. The experiment was that all differences were settled by games of chance, and the dwellers were all compulsive gamblers. Between 2271 and 2281, Mr House took over the vault after the dwellers let the future of the vault ride on a game of blackjack, which they lost. Mr House then destroyed most of it and turned it into a hotel.

Vault 22 is located northeast of Jacobstown in Nevada, and can be found in Fallout New Vegas. There was no experiment, just scientists studying plants. A fungus from Big MT was brought in, which quickly infected everyone and turned them into spore carriers.

The rest of the Vaults wouldn’t fit in the description. Whoops.